FGO also drowns you with apples, so playtime could pretty much be arranged to your liking.
Yeah, I put that in my post.
Though with a shorter time frame can make it harder if you have other plans.
And in case of Setsubun, if you're not careful, those timers could actually hinder you from finishing it with its "hey can't use this servant for 4 hours" timer. No apple is gonna save you if all of your Servants are on downtime, haven't finished yet, and the time is running up.
Setsubun was pretty fun and easy, but yeah, still wish it wasn't a 7-day stuff.
I'll probably take a rest from FGO for a few more days, then start on Epic of Remnant since it's on half AP.
Have you seen Kara no Kyoukai? The "running lines" is how Shiki's eyes perceives Fujino's power, two colors represents two opposite directions in which she twists her target. By cutting those line, Shiki can neutralize Fujino's attacks. Her NP is a reference to her final clash with Shiki, where she awoke her Clairvoyance and twisted the bridge to kill Shiki. It's her most notable feat (canonically), so yeah...
Ahh, what could have been :< If you want to test her 2nd ascension, throw me a request @927,511,452, username is prof.Okido. Her 3rd ascension looks nice, but I'm not a fan of the color scheme.
I'll add you later. Nice pull.
I have, but that was more than a decade ago so I don't even remember half the stuff.
When you mentioned Asagami Fujino, I actually thought you were talking about the apprentice girl, not the appendicitis girl. LOL. I haven't watch the latest movie (or newer movie versions?) released a few years ago.
Are you sure about the lines? I'm talking about the one behind her.
Side Topic: Transferring these screenshots makes me feel as if FGO animation is definitely designed for the bigger screen. You can barely see that obi design on the average phone. >___>
I remember the bridge, but as an attack animation, that thing is bad. This is one of those "yeah, can't be assed to animate this properly".
1. There's no flow in it.
There's a clear three-section to the animation.
The attack proper (damage) came first. Then, all of a sudden, WHY IS THERE A BRIDGE?? Bridge breaks down, no damage whatsoever, then, for some reason, they show the enemy again, just to put ATK DOWN on it.
Going back to show enemy being debuffed is really bad flow, IMO.
Why not damage AND debuff -> bridge? Or Debuff -> bridge + damage?
2. There's no blending of environment.
It's common for them to use black background on NPs to replace the battlefield background. Some are ok, some are not. This is an example of not-ok results.
It's a transition of the back background to a bridge all of a sudden, without any explainations.
An example of a good blending in FGO is Altera the San[ta]'s Candy Star Photon Ray. It starts Tselko jumping. First thing we see after that was Santa going through the clouds, then more clouds in the background, then finally unto space. Then we get Space Sheeps™ doing their thing. It gives you a sense of her going from the ground all they way up to space.
They did switch to black background when switching to the enemy, but that that point, the story was already told to us about Altera and Tselko going to space, and summoning more Space Sheeps™.
In Fujino's NP, there's no telling what's happening.
Are the enemies on the bridge, or is the bridge falling on them?
What we've got is a disconnect between animation elements and the situation.
In the first section, they could have used bridge as background instead of black, and if they've got resources to spare, zoom out before the bridge destruction thing.
Modifying the first part to show they're on a bridge would do lots.
3. Was there other ways to do this
This is not really a problem with the animation itself, but a question of "should have they really gone with the bridge?" Was there a way to do this differently? Fujino's power is "to bend stuff". Not Bridge Power.
To refer to another gamedev that mains on 2D animation, we have Banpresoft/Banpresto/B.B. Studio. They have done things that are not in the original animation.
Take for example, they have animated Evangelion's EVA-01 using
MAGOROKU E-SWORD in
two different instance. There's also F-Type Equipment that they have animated.
They have also done this in a pure animation fashion. They have added "Last Shooting" (from the first Gundam series) to
Nu Gundam's Fin Funnel attack to the end of its attack, despite the fact that it is not actually part of Char's Counter Attack or was ever used with Nu Gundam.
As a mecha and Gundam fan, seeing that in-game was one of my biggest HOLY-SHIT moments.
Delightworks and Typemoon have complete freedom to do this differently, but they didn't. It's a matter of how much effort they chose to put on Fujino, basically. And IMO, the bridge stuff is the "easiest" way to go. Not exactly easy to animate well, but hey, copy paste!
Amongst gamedevs that provide awesome 2D animations out there, I consider Banpresoft to be a top contender. One of the biggest reason is because their product is fanservice, and they know it. They have a lot of history of doing 2D animations, they have done a lot of things, so IMO, if we're talking about 2D animations, they're a good reference.
In many, many ways, FGO is very similar to SRW. So I hope they could improve their stuff. Especially with the money they're raking in.
P.S. I played the mobile SRW game and it's shit. ORZ
Quitting job, huh...I've been seriously considering doing that for a while, 'corporate' environment has so much bullshit to deal with where I work. So congrats I guess? Hope you find a new occupation soon.
Thanks! I'll take my time getting a new job, though. LOL.